| These spellcasting rules were created to create a slightly more advanced spellcasting system than that in the basic game without actually changing any of the rules of the game. Most wizards have nothing to spend money on after the first 5 quests or so, so we decided to create a few new spells of equivalent power to the regular ones that they can buy... |
| Fire of Wrath | Blast of flame anywhere the spellcaster can see. Deals 1 damage. Target rolls 1 Save at 5+ |
| Ball Of Flame | Ball of flame envelopes target the spellcaster can see. Deals 2 Damage. Target rolls 2 Saves at 5+ |
| Courage | Can be cast on any hero the spellcaster can see, or self. Next time that hero attacks, he rolls an additional 2 combat dice |
| Crown Of Fire | All models within 2 squares of the spellcaster are bathed in flame. Deals 2 Combat Dice of damage, cannot be resisted. |
| Wall Of Fire | Creates a flaming barricade, 1 square deep by up to 4 squares wide. Each turn roll 1D6, on a 5+ the spell stops. Anyone in or crossing this barricade takes 2 Damage, roll 2 saves at 5+ to resist. |
| Fire Trap | A wash of small flames encompasses the room or corridor within sight, and outlines and destroys any traps encountered. (Pit traps become pits, other traps are destroyed) |
| Dragon Hide | Target hero rolls one additional Defend Die. Spell ends when hero takes damage |
| Pass Through Rock | The target may move through walls and solid rock on his next move. If the move ends in solid rock, the hero dies |
| Heal Body | Can be cast on any hero, Will restore up to 4 Body Points |
| Rock Skin | Target hero rolls one additional Defend Die. Spell ends when hero takes damage |
| Quake | The dungeon quakes, all models roll Mind Points, and save on a roll of 6+. Any model that fails loses it's next turn |
| ShockWave | Creates a shockwave 1 square wide by D6+1 squares long. Any target therein takes 1 damage, with 1 save at 6+. |
| DoorBreaker | Shockwave slams out and opens all secret doors within 8 squares of the spellcaster, even out of sight. |
| Mighty Steel | Target Hero's metal armour provides an additional 2 Defend Dice for 3 turns |
| Tempest | A small whirlwind envelopes one monster the spellcaster can see. Target loses it's next turn |
| Swift Wind | Next time the target hero moves, he rolls twice the normal number of movement dice |
| Genie | 1) Opens any one door on the board or 2) Attacks target with 5 Combat Dice |
| Light Foot | The next trap the hero springs has no effect on him, alternately, if the hero fails to jump a pit, the spell ends and the jump was successful. |
| Northern Blast | All enemy models within 4 squares of the spellcaster are moved 2 squares away from the caster by a blast of wind |
| Lightning Strike | A Bolt of lightning 1 square wide by D6+1 squares long, all within it are attacked with 3 combat dice |
| Intimidating Wind | Only works if cast before opening a door. Any creatures in the room exposed lose all actions for 1 turn. |
| Veil Of Mist | On the target hero's next move, he may move unseen through squares occupied by enemies and monsters. |
| Water Of Healing | Can be cast on any hero, Will restore up to 4 Body Points |
| Sleep | Target non-undead loses all actions. Save immediately and each turn with Mind Points D6, at 6+ |
| Freeze | Target is frozen in place and loses all actions. Save immediately and each turn with Body Points D6, at 6+ |
| Acid Grasp | The spellcaster's next attack (barehanded, cannot use a weapon) is at 6 Attack Dice |
| Ice Bridge | A sheet of ice freezes over any open or closed pit traps in the hallway or room within sight |
| Cloak Of Mist | Target hero gains 2 additional defend dice against missile and magical ranged attacks. Spell ends when hero takes damage. |